void SV_ConnectClient (int clientnum, netconn_t *netconnection);
void SV_DropClient (qboolean crash);
-void SV_SendClientMessages (void);
+void SV_SendClientMessages(void);
void SV_ReadClientMessage(void);
void SV_FlushBroadcastMessages(void);
void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
-void SV_MoveToGoal (void);
+void VM_SV_MoveToGoal(prvm_prog_t *prog);
void SV_ApplyClientMove (void);
void SV_SaveSpawnparms (void);
void SV_SetupVM(void);
-void SV_VM_Begin(void);
-void SV_VM_End(void);
+const char *Host_TimingReport(char *buf, size_t buflen); ///< for output in Host_Status_f
-const char *Host_TimingReport(void); ///< for output in Host_Status_f
-
-int SV_GetPitchSign(prvm_edict_t *ent);
-void SV_GetEntityMatrix (prvm_edict_t *ent, matrix4x4_t *out, qboolean viewmatrix);
+int SV_GetPitchSign(prvm_prog_t *prog, prvm_edict_t *ent);
+void SV_GetEntityMatrix(prvm_prog_t *prog, prvm_edict_t *ent, matrix4x4_t *out, qboolean viewmatrix);
void SV_StartThread(void);
void SV_StopThread(void);
-void SV_LockThreadMutex(void);
-void SV_UnlockThreadMutex(void);
+#define SV_LockThreadMutex() (svs.threaded ? Thread_LockMutex(svs.threadmutex),1 : 0)
+#define SV_UnlockThreadMutex() (svs.threaded ? Thread_UnlockMutex(svs.threadmutex),1 : 0)
+
+void VM_CustomStats_Clear(void);
+void VM_SV_UpdateCustomStats(client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
+void Host_Savegame_to(prvm_prog_t *prog, const char *name);
+void SV_SendServerinfo(client_t *client);
#endif